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There's been some mentioning of getting a little unwieldy because of the high model count, possibly raising the bar somewhat for new players joining. Some have mentioned the possibility of splitting factions up in the next edition to counteract this (still many models, but fewer in each faction).

There's been some chatter about some mercs being problematic as mercs, but not in their own faction. How about reorganizing how mercs and factions are used? First, split up some of the factions to get more, smaller factions (ie Arcanist split into Mages and M&SU). Second, give the Merc traits to ambiguous units that could go either way. Create a system of alliances (Mages allied to M&SU), and allow mercs to be taken only from outcasts or an allied faction. Outcasts have no allies, but can hire mercs from any faction.

This should lower the amount of potentially game-breaking combos in the game, but still allow most crews to stay somewhat intact. It would add a sense of distinction to outcast, which I think could be good.

(Not saying this is needed or going to happen, just throwing out a possibility. I think this could help reconcile Wyrd's need to constantly release new models with the game eventually suffering from too much bloat.)

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U mean creating new factions or under factions? New might help to lower model pool but I'm still pretty much sure this won't change fact that some are stronger than others. If we talk about under factions then literally nothing changes...

I don't know how far u are in M3E discussion guys, but changing factions is a risky way and might end up with even bigger Malifaux lore problem not even talking about balance.

For example Arcanist are united cause they are united, but if u read lore u might find it completely garbage since they are not United at all and only thing that prevents them to kill each other are Malifaux game creators. Same goes almost for every Faction. Another problem that lore has nothing to do with things happening on the table and most masters are not even explained what they do while things happen. Here I would advise to look how GW does with lore.

If we talk about balance I would suggest not to create new models, but focus on stopping and reworking non-projectile models since models with Projectile Attack are in big disadvantage.

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U mean creating new factions or under factions? New might help to lower model pool but I'm still pretty much sure this won't change fact that some are stronger than others. If we talk about under factions then literally nothing changes...

I don't know how far u are in M3E discussion guys, but changing factions is a risky way and might end up with even bigger Malifaux lore problem not even talking about balance.

For example Arcanist are united cause they are united, but if u read lore u might find it completely garbage since they are not United at all and only thing that prevents them to kill each other are Malifaux game creators. Same goes almost for every Faction. Another problem that lore has nothing to do with things happening on the table and most masters are not even explained what they do while things happen. Here I would advise to look how GW does with lore.

If we talk about balance I would suggest not to create new models, but focus on stopping and reworking non-projectile models since models with Projectile Attack are in big disadvantage.

Some will always be stronger, this is just a way to lower effective hiring pool for each master and reducing insane combo potential.

My favourite option would be to pause releasing new models, preferably a year or two ago, and instead release alternate upgrades, scenery, etc. Unfortunately Wyrd's business model, along with every other miniatures company I'm aware of, relies on a stream of new model releases every year. More and smaller factions is a way to release more models without making the selection too bloated and unwieldy. Not saying I prefer this, or that it's neccessarily needed, just a thought I had and thought I'd share...